we already got Shielded Minibot, an insane 2 drop.
Not so insane when all the other classes have an equally good, or better 2 cost minion. Four have already come out this expansion, and only half the cards have been revealed.
This is part of my point, we are the minion class. But the other classes 2 drops that are coming out are stronger or equal to our 2 drop. But our 3 drop is not stronger, not even equal, but much weaker than the other classes 3 drops.
We already have bad spells compared to other classes. Why should we not get strong minions? And if not strong minions, then give us the damn spells already.
Every class is getting bad cards, no need to be frustrated over this one.
But there is, Paladin has been lacking a good on curve 3 cost minion since forever. Aldor is not a good turn 3 play, it's what you do as a last resort, if you have absolutely nothing else to do. Heck, if we had a good, on curve 3, I'd even consider dropping down to only one Aldor Peacekeeper. It is a good minion but it is hard to get good value out of both of them. Usually one ends up getting wasted just to play the body.
As we all know, Aldor Peacekeeper is a very situational 3 cost minion, not meant to be played on turn 3. Last expansion we also got a 3 drop, Scarlet Purifier. But once again it was too situational for turn 3. So we already have two 3 cost minions that are highly situational. Adding a third one is not cool. If we are getting another 3 cost minion, why another extremely situational one, we already have that, it doesn't work.
And not only have we been needing a good 3 cost minion, but just prior to this card being released we saw Argent Lance. A card that has almost no good use due to our already strong weapons. The one case it might actually be playable is if you could have a reliable 3 drop to follow it. Warhorse Trainer being bad is making 2 cards bad. Double the reason to be frustrated.
We also have seen Silver Hand Regent this expansion. So close, but no cigar. If Silver Hand Regent was a Paladin card, and a 2/4, the problem would be solved. It would still be weaker than Imp Gang Boss and Flamewaker, but it would be close enough. As a 3/3 though, it doesn't work, another tease, so close to having a good 3 drop in Paladin.
And to top it all off, just last expansion, we saw Imp Gang Boss and Flamewaker. Two extremely strong, on curve, 3 drops, in classes that also have great draw/spells. We can't have good spells because the classes need to be different. But if that's the case, it seems very logical to have the best minions. To see Warlock and Mage with their amazing 3 drops, and then to be a Paladin, the minion focused class, and get given this terrible 3 cost minion. It's a slap in the face.
I'm fully aware that all classes get a few bad cards each expansion. But there are plenty of reason why this card being bad is so much worse than any other card. Give us some garbage 8 cost minion, or a garbage 1 cost. Lets see more bad spells. Any of those would be much preferred to seeing a bad 3 drop. Specifically the 3 drop is something that we desperately need in Paladin.
Heck even if we saw a garbage minion at any other cost it would be preferable. A garbage 1, 4, 6, or 8 would be kind of cool in a way, since Paladin doesn't have any minions at those costs. So having a bad card at that mana cost could in some ways be considered better than not having any minions at that mana cost. Even if they are bad, it still allows fun things like all Paladin minion decks.
And then when the next expansion comes they can make a slightly better one, and it feels like an upgrade rather than this feeling like a worse minion that we don't need, in an already clogged mana spot, but one that now we still need a minion for cause we have 2 successive expansions with failed 3 drops. Now we have to wait for another expansion and Paladin has to waste an additional card at the 3 mana spot. It sort of feels like having so many bad 1 cost spells. It's worse the more clogged that mana spot becomes with bad cards. Having something like a Lowly Squire, would be so much better. Bad card, not going to see play in constructed, but it would fill a mana spot that we have nothing in, so a bad card is kind of ok at an unfilled mana cost as long as it has good art and a cool name.
Plenty of reasons. Very much the same reasons why Silver Hand Regent is so disappointing to me and I've written about it in many threads. One of the most exciting things this expansion, to me, was Paladin minions, and even more specifically, a 3 cost Paladin minion. Silver Hand Regent is so close, but the stats don't work, it needs the 4 health. So after seeing one minion come so damn close to being Paladin's much needed three drop, but in the end failing. It is so much worse to see a 3 drop that's an actual Paladin class card and to have it be even worse than the Silver Hand Regent. So disappointing.
Paladin is getting lots of sweet cards in TGT. We got Tuskarr Jouster for that much needed sustain Paladin needs to get to the lategame. And as you just pointed out, we already got Shielded Minibot, an insane 2 drop.
Are you expecting Blizzard to give us the "fix my problems" card to protect us from the early game aggression? We already got insane removal with Truesilver, we don't need to remove bodies on turn 2, just play a 2 drop minion. If you are dying from two low cost cards, then those are some seriously powerful cards.
If you want your Fiery War Axe, you will probably like Warrior a whole lot better than Paladin (They have Weapons, Sustain, and plenty more stuff we Pallys don't have).
Every class is getting bad cards, no need to be frustrated over this one.
...said the mage player, whose already strong class got boosted in the last exp and adventure.
Blizz is finally throwing the step-child some bones, QQ somewhere else.
How is my hearthpwn "favorite class" relevant? Mage and Pally are the two classes that should not get any arena love in any expansion. Good commons are needed by classes like Warrior, Druid etc, that struggle in the arena, not your easy-mode Paladin.
Paladin mains complaining about this card ... so sweet.
Sure Paladin is the class that got the worst cards in TgT right ? Anybody heard of Poisoned Blade or Anub'arak ?
Paladin already has one of the best 3-drops in the game with Aldor. One of the best 2-drop with Minibot. One of the best 4-drop with Truesilver.
They have the best legendary with Tirion and now a new one that seems correct (unlike Bolvar).
What do you guys complain about ? Because Warhorse Trainer is not an OP shit like Aldor, SI Agent or Flamewaker ?
For now 80% of cards that Blizzard revealed are totally crap. This one is good. Just good. Be happy with that !
I'll be playing it with no doubt in my token Pally deck.
It's ok, but the issue we have as Paladins is that our tokens just do not last.
I really think that for the sake of fairness Paladin should be given a means to give it's recruits charge, and not a horribly overcosted one. Look at warrior, it's running a token deck that is actually a combo deck because for 3 mana it can give an entire board of 3 damage minions charge.
On the other hand Paladin has to wait a turn to see how many of it's 1 or at most 3 health, buffed Recruits can attack. At most from Muster you're getting 3, that's the best case scenario, and it rarely happens. Meanwhile Warrior can charge with 4+ Grim Patrons.
Even if it's "give all Recruits divine shield/stealth", just something to allow us to use them, because currently cards like Warhorse Trainer are only nice in the very rare scenario that your Recruits exist a single turn.
Paladin mains complaining about this card ... so sweet.
Sure Paladin is the class that got the worst cards in TgT right ? Anybody heard of Poisoned Blade or Anub'arak ?
Paladin already has one of the best 3-drops in the game with Aldor. One of the best 2-drop with Minibot. One of the best 4-drop with Truesilver.
They have the best legendary with Tirion and now a new one that seems correct (unlike Bolvar).
What do you guys complain about ? Because Warhorse Trainer is not an OP shit like Aldor, SI Agent or Flamewaker ?
For now 80% of cards that Blizzard revealed are totally crap. This one is good. Just good. Be happy with that !
I'll be playing it with no doubt in my token Pally deck.
It's ok, but the issue we have as Paladins is that our tokens just do not last.
I really think that for the sake of fairness Paladin should be given a means to give it's recruits charge, and not a horribly overcosted one. Look at warrior, it's running a token deck that is actually a combo deck because for 3 mana it can give an entire board of 3 damage minions charge.
On the other hand Paladin has to wait a turn to see how many of it's 1 or at most 3 health, buffed Recruits can attack. At most from Muster you're getting 3, that's the best case scenario, and it rarely happens. Meanwhile Warrior can charge with 4+ Grim Patrons.
Even if it's "give all Recruits divine shield/stealth", just something to allow us to use them, because currently cards like Warhorse Trainer are only nice in the very rare scenario that your Recruits exist a single turn.
That's why instead of Eadric the Pure I wanted a buff card for 6-7-8 mana with something like "Your Silver Hand Recruits have +2/+2" or "Your Silver Hand Recruits have charge", or even a better Bolvar : 3/3 Charge for 8, "Gains +1/+1 for every Silver Hand Recruit dead in the game" so Paladin could have a decent finisher, combo or simply more synergy with their hero power.
With this expansion I see Paladin going even further in the "NOPE" direction, dealing with opponents but not being able to close game effectively. That's why THIS card (Warhorse Trainer) is a step in the right direction.
I'm playing 2 Paladin decks : midrange and control. I'll be happy if, after this expansion, I will be able to run several different cards in those decks because, for now, Paladin has too much staples (like Rogue or Druid).
I like this card a lot. It makes turn 4 scarier when you play a turn 3 Muster for Battle. I know some people may say "well why do I want a vanilla 2/1 over a 1/1?" Simple answer: because it has more attack and can clear some bothersome minions like Knife Juggler.
Paladin mains complaining about this card ... so sweet.
Sure Paladin is the class that got the worst cards in TgT right ? Anybody heard of Poisoned Blade or Anub'arak ?
Paladin already has one of the best 3-drops in the game with Aldor. One of the best 2-drop with Minibot. One of the best 4-drop with Truesilver.
They have the best legendary with Tirion and now a new one that seems correct (unlike Bolvar).
What do you guys complain about ? Because Warhorse Trainer is not an OP shit like Aldor, SI Agent or Flamewaker ?
For now 80% of cards that Blizzard revealed are totally crap. This one is good. Just good. Be happy with that !
I'll be playing it with no doubt in my token Pally deck.
It's ok, but the issue we have as Paladins is that our tokens just do not last.
I really think that for the sake of fairness Paladin should be given a means to give it's recruits charge, and not a horribly overcosted one. Look at warrior, it's running a token deck that is actually a combo deck because for 3 mana it can give an entire board of 3 damage minions charge.
On the other hand Paladin has to wait a turn to see how many of it's 1 or at most 3 health, buffed Recruits can attack. At most from Muster you're getting 3, that's the best case scenario, and it rarely happens. Meanwhile Warrior can charge with 4+ Grim Patrons.
Even if it's "give all Recruits divine shield/stealth", just something to allow us to use them, because currently cards like Warhorse Trainer are only nice in the very rare scenario that your Recruits exist a single turn.
That's why instead of Eadric the Pure I wanted a buff card for 6-7-8 mana with something like "Your Silver Hand Recruits have +2/+2" or "Your Silver Hand Recruits have charge", or even a better Bolvar : 3/3 Charge for 8, "Gains +1/+1 for every Silver Hand Recruit dead in the game" so Paladin could have a decent finisher, combo or simply more synergy with their hero power.
With this expansion I see Paladin going even further in the "NOPE" direction, dealing with opponents but not being able to close game effectively. That's why THIS card (Warhorse Trainer) is a step in the right direction.
I'm playing 2 Paladin decks : midrange and control. I'll be happy if, after this expansion, I will be able to run several different cards in those decks because, for now, Paladin has too much staples (like Rogue or Druid).
I do agree.
Paladin has basically no burst potential, even CW would be pretty weak without Grom. Blizzard seem determined not to allow Paladin to have burst to finish it's games but rather make the rare scenario in which your recruits survive capable of winning the following turn - but this is clearly not good enough in a game with FoN + SR and WSC + Grim Patron.
Midrange and Control Paladin will remain mediocre until that changes, and we have like 5 cards left for pala in this expansion to change that, otherwise we're waiting until the next expansion again.
Anyone who thinks this card is not that good is oblivious.
Mid range decks all run muster and QM. Aggro all run muster. This card will most likely be a new pally staple for those decks. Just like QM, its a solid drop stat wise and its better in that its effect is not just a battlecry. You will be forced to deal with this card, not let it lay on the board and its a great anti aggro card at 4 health.
Control is the only pally deck this card could not run in and be acceptable.
This card is interesting. I'm a bit dissapointed and don't think this card is good as it stands right now but I think it could be good depending on other card reveals. This card is much better than raid leader but I dunno if it's better than dire wolf alpha; which is hardly ran. However, I think zoo paladin could be a thing with another buffing card and running dire wolfs and this card would be good in that type of deck. Paladin just needs more token spam and maybe a buff card for this to work so I'm holding out hope :)
Anyone who thinks this card is not that good is oblivious.
Mid range decks all run muster and QM. Aggro all run muster. This card will most likely be a new pally staple for those decks. Just like QM, its a solid drop stat wise and its better in that its effect is not just a battlecry. You will be forced to deal with this card, not let it lay on the board and its a great anti aggro card at 4 health.
Control is the only pally deck this card could not run in and be acceptable.
Guess which paladin build hasnt been viable since vanilla? Control. I dont care how good cards are in mid range or aggro since the heart of paladin has always been a control class slowly gaining advantage by filling the board with recruits. Aggro paladin is an abomination and shouldnt exist, mid range was force fed down paladins throats since devs wont buff equality to silence deathrattles to fix control. Also Trainer can be used as an anti aggro tool in control paladin same as muster. Late game Trainer and muster help each other out too while before if you ever played a muster alone it sucked.
Not very, good. Does not trade into shreeder, and is only good if you coin muster into this. Otherwise i cant really see you getting it off. If it was give your recruits 1+1 that would be insane.
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Better looking that 100% of hearthstone players. Thanks.
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I dont like it but all classes must get some bad cards,i think is the case of this card ^_^
Standard > Wild
Not so insane when all the other classes have an equally good, or better 2 cost minion. Four have already come out this expansion, and only half the cards have been revealed.
This is part of my point, we are the minion class. But the other classes 2 drops that are coming out are stronger or equal to our 2 drop. But our 3 drop is not stronger, not even equal, but much weaker than the other classes 3 drops.
We already have bad spells compared to other classes. Why should we not get strong minions? And if not strong minions, then give us the damn spells already.
But there is, Paladin has been lacking a good on curve 3 cost minion since forever. Aldor is not a good turn 3 play, it's what you do as a last resort, if you have absolutely nothing else to do. Heck, if we had a good, on curve 3, I'd even consider dropping down to only one Aldor Peacekeeper. It is a good minion but it is hard to get good value out of both of them. Usually one ends up getting wasted just to play the body.
As we all know, Aldor Peacekeeper is a very situational 3 cost minion, not meant to be played on turn 3. Last expansion we also got a 3 drop, Scarlet Purifier. But once again it was too situational for turn 3. So we already have two 3 cost minions that are highly situational. Adding a third one is not cool. If we are getting another 3 cost minion, why another extremely situational one, we already have that, it doesn't work.
And not only have we been needing a good 3 cost minion, but just prior to this card being released we saw Argent Lance. A card that has almost no good use due to our already strong weapons. The one case it might actually be playable is if you could have a reliable 3 drop to follow it. Warhorse Trainer being bad is making 2 cards bad. Double the reason to be frustrated.
We also have seen Silver Hand Regent this expansion. So close, but no cigar. If Silver Hand Regent was a Paladin card, and a 2/4, the problem would be solved. It would still be weaker than Imp Gang Boss and Flamewaker, but it would be close enough. As a 3/3 though, it doesn't work, another tease, so close to having a good 3 drop in Paladin.
And to top it all off, just last expansion, we saw Imp Gang Boss and Flamewaker. Two extremely strong, on curve, 3 drops, in classes that also have great draw/spells. We can't have good spells because the classes need to be different. But if that's the case, it seems very logical to have the best minions. To see Warlock and Mage with their amazing 3 drops, and then to be a Paladin, the minion focused class, and get given this terrible 3 cost minion. It's a slap in the face.
I'm fully aware that all classes get a few bad cards each expansion. But there are plenty of reason why this card being bad is so much worse than any other card. Give us some garbage 8 cost minion, or a garbage 1 cost. Lets see more bad spells. Any of those would be much preferred to seeing a bad 3 drop. Specifically the 3 drop is something that we desperately need in Paladin.
Heck even if we saw a garbage minion at any other cost it would be preferable. A garbage 1, 4, 6, or 8 would be kind of cool in a way, since Paladin doesn't have any minions at those costs. So having a bad card at that mana cost could in some ways be considered better than not having any minions at that mana cost. Even if they are bad, it still allows fun things like all Paladin minion decks.
And then when the next expansion comes they can make a slightly better one, and it feels like an upgrade rather than this feeling like a worse minion that we don't need, in an already clogged mana spot, but one that now we still need a minion for cause we have 2 successive expansions with failed 3 drops. Now we have to wait for another expansion and Paladin has to waste an additional card at the 3 mana spot. It sort of feels like having so many bad 1 cost spells. It's worse the more clogged that mana spot becomes with bad cards. Having something like a Lowly Squire, would be so much better. Bad card, not going to see play in constructed, but it would fill a mana spot that we have nothing in, so a bad card is kind of ok at an unfilled mana cost as long as it has good art and a cool name.
Plenty of reasons. Very much the same reasons why Silver Hand Regent is so disappointing to me and I've written about it in many threads. One of the most exciting things this expansion, to me, was Paladin minions, and even more specifically, a 3 cost Paladin minion. Silver Hand Regent is so close, but the stats don't work, it needs the 4 health. So after seeing one minion come so damn close to being Paladin's much needed three drop, but in the end failing. It is so much worse to see a 3 drop that's an actual Paladin class card and to have it be even worse than the Silver Hand Regent. So disappointing.
If one wanted to deal with turn 2 3 health minions, just use Light's Justice and Seal of Light. (Kappa?)
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all the more reason to kill them tokens....
I don't know what the all fuss is about, I think that this card can be pretty good. If the meta slows down a bit, this may make the cut into the deck.
Paladin mains complaining about this card ... so sweet.
Sure Paladin is the class that got the worst cards in TgT right ? Anybody heard of Poisoned Blade or Anub'arak ?
Paladin already has one of the best 3-drops in the game with Aldor. One of the best 2-drop with Minibot. One of the best 4-drop with Truesilver.
They have the best legendary with Tirion and now a new one that seems correct (unlike Bolvar).
What do you guys complain about ? Because Warhorse Trainer is not an OP shit like Aldor, SI Agent or Flamewaker ?
For now 80% of cards that Blizzard revealed are totally crap. This one is good. Just good. Be happy with that !
I'll be playing it with no doubt in my token Pally deck.
How is my hearthpwn "favorite class" relevant? Mage and Pally are the two classes that should not get any arena love in any expansion.
Good commons are needed by classes like Warrior, Druid etc, that struggle in the arena, not your easy-mode Paladin.
It's ok, but the issue we have as Paladins is that our tokens just do not last.
I really think that for the sake of fairness Paladin should be given a means to give it's recruits charge, and not a horribly overcosted one. Look at warrior, it's running a token deck that is actually a combo deck because for 3 mana it can give an entire board of 3 damage minions charge.
On the other hand Paladin has to wait a turn to see how many of it's 1 or at most 3 health, buffed Recruits can attack. At most from Muster you're getting 3, that's the best case scenario, and it rarely happens. Meanwhile Warrior can charge with 4+ Grim Patrons.
Even if it's "give all Recruits divine shield/stealth", just something to allow us to use them, because currently cards like Warhorse Trainer are only nice in the very rare scenario that your Recruits exist a single turn.
That's why instead of Eadric the Pure I wanted a buff card for 6-7-8 mana with something like "Your Silver Hand Recruits have +2/+2" or "Your Silver Hand Recruits have charge", or even a better Bolvar : 3/3 Charge for 8, "Gains +1/+1 for every Silver Hand Recruit dead in the game" so Paladin could have a decent finisher, combo or simply more synergy with their hero power.
With this expansion I see Paladin going even further in the "NOPE" direction, dealing with opponents but not being able to close game effectively. That's why THIS card (Warhorse Trainer) is a step in the right direction.
I'm playing 2 Paladin decks : midrange and control. I'll be happy if, after this expansion, I will be able to run several different cards in those decks because, for now, Paladin has too much staples (like Rogue or Druid).
Gosh..makes Muster that much scarier. Meaning it's pretty much REQUIRED that I clear those Recruits on the spot. Almost feels too good.
Seems like a core card for inspire decks. <3 for making this a 2 4 and not a 4 2.
I'd just be more pleased if muster gets a minor nerf next expansion.
I like this card a lot. It makes turn 4 scarier when you play a turn 3 Muster for Battle. I know some people may say "well why do I want a vanilla 2/1 over a 1/1?" Simple answer: because it has more attack and can clear some bothersome minions like Knife Juggler.
Anyways I like this card and think it will see play in Muster for Battle / Quartermaster decks.
I do agree.
Paladin has basically no burst potential, even CW would be pretty weak without Grom. Blizzard seem determined not to allow Paladin to have burst to finish it's games but rather make the rare scenario in which your recruits survive capable of winning the following turn - but this is clearly not good enough in a game with FoN + SR and WSC + Grim Patron.
Midrange and Control Paladin will remain mediocre until that changes, and we have like 5 cards left for pala in this expansion to change that, otherwise we're waiting until the next expansion again.
Anyone who thinks this card is not that good is oblivious.
Mid range decks all run muster and QM. Aggro all run muster. This card will most likely be a new pally staple for those decks. Just like QM, its a solid drop stat wise and its better in that its effect is not just a battlecry. You will be forced to deal with this card, not let it lay on the board and its a great anti aggro card at 4 health.
Control is the only pally deck this card could not run in and be acceptable.
This card is interesting. I'm a bit dissapointed and don't think this card is good as it stands right now but I think it could be good depending on other card reveals. This card is much better than raid leader but I dunno if it's better than dire wolf alpha; which is hardly ran. However, I think zoo paladin could be a thing with another buffing card and running dire wolfs and this card would be good in that type of deck. Paladin just needs more token spam and maybe a buff card for this to work so I'm holding out hope :)
Wow Paladin is actually given the offensive with this one. I feel very strongly about this card.
Guess which paladin build hasnt been viable since vanilla? Control. I dont care how good cards are in mid range or aggro since the heart of paladin has always been a control class slowly gaining advantage by filling the board with recruits. Aggro paladin is an abomination and shouldnt exist, mid range was force fed down paladins throats since devs wont buff equality to silence deathrattles to fix control. Also Trainer can be used as an anti aggro tool in control paladin same as muster. Late game Trainer and muster help each other out too while before if you ever played a muster alone it sucked.
Handle it!
The fact that this is an aura and not a Battlecry makes this thing pretty awesome. I can see it having value in both Arena and constructed.
combine this with some of the Inspire cards and it really might be a token aggro monster.
I love wizard poker!!
Not very, good. Does not trade into shreeder, and is only good if you coin muster into this. Otherwise i cant really see you getting it off. If it was give your recruits 1+1 that would be insane.
Better looking that 100% of hearthstone players. Thanks.